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Forums - Gaming Discussion - The Future of VR

I still say helmets will never be the future. They will never be able to hit mass market with those contraptions in your head. They are doomed to failure, just like all others before them.

Theres only 2 choices i see. One is to manage to miniaturise everything so instead of a helmet you now got a pair of glasses. Still unconvincing though.

Other choice is to trash this helmet nonsense and go for projectors instead, the real VR. Theres places that use them already and that is what the industry should focus on. Bring the price down and make these projectors to work in a home envyronment and you likely will have a hit.

Helmets? Nah, never gonna happen unless they manage to somehow tap into your psyche and have dream like VR (aka no way).



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Light weight headsets aren't the problem, yet we aren't there yet. You will need some sort of helmet to close over the eyes as external light bleed will ruin the immersion, plus it needs to cover the 150 degree fov of your eyes.

The problem isn't wearing the headset, it's not being able to see anything around you anymore. There needs to be some smart blending so you can still see your hands and the controller when needed by tracking them very well and rendering your arms in game. Also there needs to be options to render outlines of your furniture, room, people coming in as desired.

I'm not bothered about space requirements, I prefer to play sitting down anyway. Games will need to take into account that players can be sitting on a couch and not require you to stick your hands through the armrest to reach things.

What PSVR 2.0 needs most:
- Better tracking of the motion controllers
- Better tracking of the headset
- Better tracking of the player and his RL surroundings (currently there is none)
- Improved resolution
- Improved fov

The biggest issue I have while letting others play with psvr is that they often have no way to find the right buttons when prompted on screen. Press the big button on top, the trigger at the bottom, and find the tiny x or o. Oh you have your hands the wrong way around... You're facing the wrong way, reset, it's that button on the side, etc etc. It can use some Wii like accessibility!



Chazore said:

No offense, but your excitement and ideals just serve to throw me off gaming as a whole.

 

The last thing I'd want to see is for everything to be forced into a spectrum that not everyone wants it to be in. The way you talk about what your stock investors told you and what you think is the "perfect" future is nothing more than a future that serves only you, not me or people who think like me either.

Everything doesn't have to be in VR nor made solely for it, nor having all other media forms made to cater to dead last.

I don't know what to tell you, but in life things are going to change, and progression is going to happen. That doesn't mean that old things have to go away. I could give you examples for days on how things have progressed, adding value, and giving people more options, while still keeping the orginal tech and products alive and kicking.

Just because Rockstar takes GTA to VR, doesn't mean GTA like games can't be made on traditional setups. It means instead of Rockstar dumping massive money and talanet on simple tech, instead they throw the best people and money at the most advanced tech available. That leaves the space open for people with a passion for classic gaming to develop games to deliver a nostalgic experience for those that long for the experiences of yesteryear.

I also love getting back to my gaming roots. I love how they are bringing back Crash, Spyro, and Medevil. I waited 20 years for Nintendo to deliver a successor to Mario 64. I want a new Jak game. What I don't want is Naughty Dog and Insomniac utilizing the best talent in the industry to remake classic experiences. Let indies bring these classic experiences with classic controls to the lime light. While the best talent in  the indusrty continue to push the the limit on interactivith, immersion, gameplay, and story telling. Give them the tools to deliver their vision in the least limited form possible.

I am not sure how offering greater value, more options, and advancing the medium serves to throw you off of gaming. You don't want to see an even larger variety of games to choose from? You never want to see an advancement in the ways games are displayed and conrtrolled? You don't want more value from your purchase on your platform of choice, allowing you to stream or natively play your games across more devices and form factors? You don't want games and gaming devices to become more accessible to a large audience? What do you want?

I hope as tech and software advances more people are able to enjoy games they way they prefer, and on the hardware of their choice. I hope we continue to see advancements in the way games are devloped, displayed, and controlled. I hope that in the future we will both be able to enjoy this medium and these experiences in a way we find enjoyable.



Stop hate, let others live the life they were given. Everyone has their problems, and no one should have to feel ashamed for the way they were born. Be proud of who you are, encourage others to be proud of themselves. Learn, research, absorb everything around you. Nothing is meaningless, a purpose is placed on everything no matter how you perceive it. Discover how to love, and share that love with everything that you encounter. Help make existence a beautiful thing.

Kevyn B Grams
10/03/2010 

KBG29 on PSN&XBL

I think the big ones that are absolutely crucial for next gen VR (especially PSVR) are:

Inside out tracking - the HMD can be set up everywhere within seconds and functions very, very robustly + you can imidiatly get a view of the outside world by accessing the video feed of the tracking cams/objects+obstacles could be rendered in your VR environment (much more advanced than WMR HMDs and with 5+ cams to track the controllers in any position)
eye-tracking - the world reacts to your gaze and VR power requirements drop significantly due to foveated rendering
resolution - either much higher res displays or "Varjo bionic display" like overlay of a super high dpi display (in the fovea region, adjusted through eye-tracking) onto a wide fov display
lightweight, self-supporting, robustly tracking motion controllers that sense finger position (kinda already available with Oculus Touch)

added bonus would ofcourse be wireless, yet I think most VR games will still be played standing or sitting, so I don't imagine it would benefit the experience too much and bandwith/ping/stability requirements might be too much for 5G or other wireless connections to handle (+ increased weight/price for batteries, or a charge might not last long) - Laser could work, but has it's own problems like keeping line of sight

Last edited by Lafiel - on 24 June 2018

The grafix and other things on the technical side will be amazing just given time, but what about the controls? I think it looks ridiculous when the prefered method of moving around in Skryim VR and Fallout 4 and even in Doom VR is by teleporting.

There's something wrong when many players prefer to zap-teleport forward instead of walking forward by pushing a key on the keyboard or a stick on a controller like we do in ordinary games and controllers. How can they make movement in VR game World comfortable and immersive?



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SvennoJ said:
Light weight headsets aren't the problem, yet we aren't there yet. You will need some sort of helmet to close over the eyes as external light bleed will ruin the immersion, plus it needs to cover the 150 degree fov of your eyes.

The problem isn't wearing the headset, it's not being able to see anything around you anymore. There needs to be some smart blending so you can still see your hands and the controller when needed by tracking them very well and rendering your arms in game. Also there needs to be options to render outlines of your furniture, room, people coming in as desired.

I'm not bothered about space requirements, I prefer to play sitting down anyway. Games will need to take into account that players can be sitting on a couch and not require you to stick your hands through the armrest to reach things.

What PSVR 2.0 needs most:
- Better tracking of the motion controllers
- Better tracking of the headset
- Better tracking of the player and his RL surroundings (currently there is none)
- Improved resolution
- Improved fov

The biggest issue I have while letting others play with psvr is that they often have no way to find the right buttons when prompted on screen. Press the big button on top, the trigger at the bottom, and find the tiny x or o. Oh you have your hands the wrong way around... You're facing the wrong way, reset, it's that button on the side, etc etc. It can use some Wii like accessibility!

Not sure if you know this already. Having the vive pro at home. You don't see anything of your environment while wearing the helmet. No light is coming in. You controllers are tracked very precisley all the time. It's like seeing the real controller infront of you. So you know where they always are. Steam Home VR is a good starting point to test and get adjust to the VR environment.



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3

Slimebeast said:
The grafix and other things on the technical side will be amazing just given time, but what about the controls? I think it looks ridiculous when the prefered method of moving around in Skryim VR and Fallout 4 and even in Doom VR is by teleporting.

There's something wrong when many players prefer to zap-teleport forward instead of walking forward by pushing a key on the keyboard or a stick on a controller like we do in ordinary games and controllers. How can they make movement in VR game World comfortable and immersive?

Moving (locomotion) is also an option in a lot of games. Issue is, you need to get used to it, because the immersion is so great that your brain gets fooled and the result is motion sickness. There are some military games who only use locomotion like Onward. I personally prefer Pavlov VR caused that's like Counter Strike with light years ahead controls.

Last edited by Peh - on 24 June 2018

Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3

Slimebeast said:
The grafix and other things on the technical side will be amazing just given time, but what about the controls? I think it looks ridiculous when the prefered method of moving around in Skryim VR and Fallout 4 and even in Doom VR is by teleporting.

There's something wrong when many players prefer to zap-teleport forward instead of walking forward by pushing a key on the keyboard or a stick on a controller like we do in ordinary games and controllers. How can they make movement in VR game World comfortable and immersive?

I don't think that teleporting is the prefered method. Every youtuber I watch that covers VR, always put games on blast if they don't offer locomotion. Teleportation was put in early by devs that were affraid of people having motion issues. In reality people that suffered from motin sickness,  were willing to put up with the sickness for a minute until they became expereinced enough to get over the issue. Newer games almost always offer full locomotion, and ones that don't patch it in pretty quickly after launch. Nothing is worse in VR when you have snap turning or teleportation that completely takes you out of the immersion.

If Sony has any idea what they are doing they will put joysticks on the next Move controllers for the next round of VR, so we don't have any limitation on our movements. Rift and Vive have already addressed this issue, and are much better for it.



Stop hate, let others live the life they were given. Everyone has their problems, and no one should have to feel ashamed for the way they were born. Be proud of who you are, encourage others to be proud of themselves. Learn, research, absorb everything around you. Nothing is meaningless, a purpose is placed on everything no matter how you perceive it. Discover how to love, and share that love with everything that you encounter. Help make existence a beautiful thing.

Kevyn B Grams
10/03/2010 

KBG29 on PSN&XBL

Can’t wait. Just got my Rift this week with all the deals going on. I’m expecting everything to go VR in 2020 using the new tech with Oculus 2, PS5. 



zygote said:

Can’t wait. Just got my Rift this week with all the deals going on. I’m expecting everything to go VR in 2020 using the new tech with Oculus 2, PS5. 

That's great. Would you leave a feedback here how your experience with it is?

 

Games I recommend:

The Lab by valve ( Glados is really scary if you see her in her actual size.)

Arizona sunshine

Pavlov VR

Super Hot VR

Beat Saber



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3